Base Class: Artificer
Stitchers are resourceful artificers with very few scruples. To these dark craftsmen, corpses are a treasure trove of raw material with which to create. Harnessing the power of electricity to imbue their work with a facsimile of life, stitcher’s assemble minions of the highest order. Despite the common folk’s stubborn rejection of the use of their loved one’s remains, every stitcher knows a corpse is a terrible thing to waste.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Leatherworker's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tool s of your choice
Skaab-Crafter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Skaab Crafter Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
3rd - Sleep, Inflict Wounds
5th - Enlarge/Reduce, Magic weapon
9th - Animate Dead, Vampiric Touch
13th - Create Undead, Greater Invisibility
17th - Raise Dead, Cloudkill
Stitching Them Back Together
At 3rd level, you learn how to stitch a corpse back together in a one hour ritual, using string, wire, flesh, or other material to create a zombie or skeleton that is under your control similar to created using the Animate Dead spell (see monster manual for rules for zombies and skeletons).
This control must be reaffirmed after 24 hours, or else the magic holding it together will wear off and it will collapse unto an unusable pile of parts, preventing any caster from raising the corpse again. This unstable nature is added to all undead upgraded with this feature.
You can have a number of undead up to half your Artificer (rounding down) active at any one time. If you attempt to create more, the oldest one will expire as if your control over it expired. This increases at 9th level allowing you to add your intelligence modifier to the number of undead you can create, and again at 15th level, allowing you to create a number of undead with this feature equal to your artificer level + your intelligence modifier.
In addition, when you first use this feature using your artificer tools, you can add one of the available upgrades, assuming you have the necessary parts.
This feature can be used to add additional upgrades onto friendly undead, or remove/replace existing upgrades, with the number of upgrades available to the undead equaling your proficiency bonus. Alternatively, this feature can be used to reaffirm control of up to 4 undead under you control, regardless of the initial source of their creation.
You have one free use of this feature that you regain after a long rest and you can sacrifice one spell slot to gain more uses. If a spell slot is sacrificed, then you can only reaffirm the control of one undead under your control.
Upgrades Available
Two heads: Requires 3rd level - Stitch on an extra head to the corpse, adding +2 to its Intelligence and Wisdom and adding your proficiency bonus to all attack roles and perception checks.
Four arms: Requires 3rd level - Stitch on an extra pair of arms, adding +2 to its Strength and Dexterity. In addition, the creature gets an additional attack actions.
Built up body: Requires 3rd level - Graft additional flesh and bones onto the body of the undead, increasing its Constitution by +2 and increasing its armor class increases by +4 if not wearing any armor and +1 if it has armor.
Environmental Adaptation: Requires 3rd level - Graft on elements of native wildlife to increase the undead’s ability to move and operate in a specific environment, increasing its movement speed in said environment to 30 ft. or remove any restrictions/disadvantages when moving on the difficult terrain of that environment. At 5th level you can grant the undead a swimming speed equal to its movement speed. At 9th level you increase the undead's movement seed to 40 ft. or grant the undead a climbing speed equal to its movement speed. If you had previously increased the undead's movement speed, its upgrade will need to be replaced to increase the speed to the higher value. At 15th level you can granting the undead a flying speed equal to its movement speed. Additional uses of this upgrade can add additional environments, or can target different aspects of an environment.
Built in Weapon or Tool: Requires 5th level - Replace one arm with any tool/weapon, (two arms if the weapon/tool has the heavy feature). The undead has proficiency with it and can use it for its intended purpose, if able. If the item has the loading property, then it can be ignored, and if the item requires ammunition, but none is provided, then the undead will automatically create a piece of ammunition when it takes an action.
Dead Man's Switch: Requires 9th level - Implant a volatile concoction inside the body of the undead. When it is destroyed, the body explodes dealing 2d10 acid, lightning, fire, poison, or cold damage (you chose when adding this upgrade) to all creatures in a 10 ft. radius, or half that on a failed saving throw. Additional uses of this upgrade increases the damage by 1d10 and you can change the damage type at this time.
Study of Undeath
At 5th level, your knowledge and obsession with undeath grown, cutting the time you sleep in half during your long rest (the elven trance duration is unaffected by this), with the remainder half of the rest spent going over your creations.
During this time, you can enact small repairs on the undead you control and reassert your control over a number of all undead under your control, equal to half your artificer level (rounding down) + your Intelligence modifier and are within 60 ft of you. At 15th level, this number increases to your artificer level + your Intelligence modifier, and at 20th level, you can reassert control over all undead you have created that are within 60 ft.
Any undead you control that are affected by this feature regain all missing hit points, and those at max hit points gain bonus hit points equal to your proficiency bonus. In addition, those undead can add your proficiency bonus to all attack and damage roles until your next long rest.
You can also use this time to repair any friendly undead, restoring their hit points and granting bonus hit points equal to your proficiency level to those undead who are at full heath. These undead count as being under your control when calculating how many undead this feature can affect.
Stitched Golem
Starting at 9th level, your fleshcraft allows you combine your minions into a single powerful golem. Choose three of your Stitched Minions within 5 feet of you. You can spend 10 minutes using your leatherworker’s tools to stitch together your minions, creating an Stitched Golem. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Stitched Golem stat block, which uses your proficiency bonus (PB) in several places.
Your Stitched Golems count as Stitched Minions and
they follow the same rules you use for your Stitched Minions, with the following exceptions.
- One golem counts as three minions for the purposes of tracking your maximum number of minions.
- Your Stitched Golems are also proficient with all martial weapons and shields.
- Your Stitched Golems can attune to no more than three magic items at a time.
Once you use this feature, you can’t use it again until you finish a long rest.
Stitched Golem
Medium undead construct
Armor Class9 + PB
Hit Points4 + 5 times your Intelligence modifier + twice your Artificer level (the minion has a number of Hit Dice [d8s] equal to your Artificer level)
Speed30ft.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
Saving ThrowsWis +0 plus PB, Con +4 plus PB
SkillsAthletics +4 plus PB
Damage ResistancesBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Adamantine, Necrotic
Damage ImmunitiesLightning, Poison
Condition ImmunitiesCharmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
SensesDarkvision 60 ft., passive Perception 10 + PB
LanguagesUnderstands the languages you speak
Challenge-
Proficiency Bonus (PB)equals your bonus
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to Lightning damage, it takes no damage and instead regains a number of hit points equal to the Lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Undead Fortitude. If damage reduces the golem to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the golem drops to 1 hit point instead.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The golem attacks twice with its slam attack or with whatever weapon it’s wielding.
Slam. Melee Weapon Attack: 4 + PB to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage.
Reactions
Channel Magic. The golem delivers a spell you cast that has a range of touch. The golem must be within 120 feet of you.
Magnum Opus
At 15th level, you have achieved the pinnacle of the craft of Stitching skaabs. You can install one Ultimate Upgrade on your Stitched Golem. In order to replace it with a different Ultimate Upgrade, you must spend 12 hours of labor using your stitcher's tools and 100 pounds of recently-deceased flesh.
Choose one:
- Juggernaut - Your skaab guardian doubles in size and has a reach of 10 feet. It's strength score and total HP are doubled.
- Channel the Storm - Each enemy of your choice within 10 feet of your skaab guardian takes 15 lightning damage at the end of the skaab's turn.
- Walking Army - The skaab guardian releases smaller skaabs from within its body. Create two Zombies adjacent to the skaab guardian. You command the Zombies and they act on your turn, but they skip the turn that they are created. You can release a pair of Zombies from your skaab guardian in this manner a number of times per long rest equal to your intelligence modifier.
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